Adds new Golden Deep Ornate Energy Pistol and gives it to Consular (#18343)

* Code for da gun & changelog

* less crazy

* Adjust

* fix + temp projectile

* fix

* Golden deep suit and caps to effects

* noise

* Sprites and LORE

* nerf

* forgot cap

* Dizzy

* Forgot to renable eyeblur, should be final change

* changes

* disabler projectile

* Suggested Changes

* Requested Changes

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
This commit is contained in:
Ben
2024-02-15 17:32:57 +00:00
committed by GitHub
co-authored by Ben10083
parent a5acd911a9
commit d2e5562116
5 changed files with 98 additions and 3 deletions
@@ -177,6 +177,32 @@
list(mode_name="smite", projectile_type=/obj/item/projectile/beam/pistol/hegemony, modifystate="hegemony_pistol", fire_sound='sound/weapons/laser1.ogg')
)
/obj/item/gun/energy/pistol/goldendeep
name = "golden deep ornate energy pistol"
desc = "An intricate golden energy pistol, engraved with a quality unlike no other. If you had to describe this pistol in one word, it would be <b>expensive.</b>"
desc_extended = "Possessed by only the most affluent affiliates of the Golden Deep, this ornate energy pistol covered in gold is the result of a commission, which had the artistic quality of Ultra Maz combined with the scientific technology acquired by the Estriconian to produce a weapon that many outsiders see as a firearm more valuable than the assets it was made to protect."
icon = 'icons/obj/guns/goldendeep_ornatepistol.dmi'
icon_state = "ornatepistolstun100"
item_state = "ornatepistolstun100"
has_item_ratio = FALSE
fire_sound = 'sound/weapons/laser2.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
max_shots = 10
fire_delay = 3
can_turret = FALSE
secondary_projectile_type = /obj/item/projectile/beam/pistol
secondary_fire_sound = 'sound/weapons/laser3.ogg'
can_switch_modes = TRUE
projectile_type = /obj/item/projectile/beam/disorient
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
modifystate = "ornatepistolstun"
firemodes = list(
list(mode_name="disorient", projectile_type=/obj/item/projectile/beam/disorient, modifystate="ornatepistolstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam/pistol, modifystate="ornatepistollethal", fire_sound='sound/weapons/laser1.ogg')
)
/obj/item/gun/energy/repeater
name = "energy repeater"
desc = "A Stellar Corporate Conglomerate created energy repeater, extremely lightweight. It has three settings: Single, Three-Burst, and Full-Auto."
@@ -319,7 +345,7 @@
can_turret = FALSE
secondary_projectile_type = /obj/item/projectile/energy/blaster/skrell
secondary_fire_sound = 'sound/weapons/laser3.ogg'
can_switch_modes = 1
can_switch_modes = TRUE
projectile_type = /obj/item/projectile/energy/disruptorstun/skrell
modifystate = "psipistolstun"
@@ -222,6 +222,33 @@
tracer_type = /obj/effect/projectile/tracer/stun
impact_type = /obj/effect/projectile/impact/stun
/obj/item/projectile/beam/disorient
name = "disorienting pulse"
icon_state = "stun"
damage = 1
sharp = FALSE
eyeblur = 1
agony = 30
damage_type = DAMAGE_BURN
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/item/projectile/beam/disorient/on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target) && blocked < 100 && !issilicon(target) && !isipc(target)) //Make them trip
var/mob/living/carbon/human/H = target
H.druggy = min(H.druggy + 15, 75)
//do some maths to determine amount of dizzy to add
var/makeDizzy = 250 - H.dizziness
makeDizzy = min(makeDizzy, 50) //This should make it go back to 50
H.make_dizzy(makeDizzy)
H.confused = 5
H.slurring = min(H.slurring + 15, 75)
. = ..()
/obj/item/projectile/beam/gatlinglaser
name = "diffused laser"
icon_state = "heavylaser"